UsernameTaken666 Posted May 17, 2024 Posted May 17, 2024 3 hours ago, rauf531 said: Unfortunately on game version .984 leads to a crash. ok?
Sairus 111 Posted May 17, 2024 Posted May 17, 2024 7 hours ago, rauf531 said: Unfortunately on game version .984 leads to a crash. 4 hours ago, UsernameTaken666 said: ok? Looks like I was wrong... sorry. The problem is Buffout 4.
vaultbait Posted May 18, 2024 Posted May 18, 2024 On 5/9/2024 at 5:49 PM, ilego said: so What homemaker (at least) CWSS ect. version do we use? I've been using the latest versions of both. Note the discussions you quoted were from three years ago.
vaultbait Posted May 18, 2024 Posted May 18, 2024 On 5/11/2024 at 6:53 PM, FackYardBootBall said: Hi, I'm new to the the FO modding scene, I'm trying to debug an issue, not sure if anyone here can assist. Having a problem with some of the gangbang/blowbang animations, it's inconsistent in which of the male npcs are erect or not. I've gone through the whole AAF manual (used bodytalk 3.8, looksmenu is 1.6.18), I've also used bodyslide to build the outfit/body (bodytalk3) with erection at 0% and "Build Morphs" selected, and still I'm running into the same issue. Any help/ideas here will be greatly appreciated, thanks. LooksMenu sometimes fails to apply erection morphs, and the frequency is greater in busy locations (I almost never see it happen with interior locations, for example, but have observed it more often in downtown Boston). Doing things to reduce competing load on your system or from other mods can help, but doesn't entirely eliminate the problem. Make sure you shut down/close everything else on your system before starting the game, run it from an SSD, try to make sure any texture replacer packs you're using are packed in BA2 archives, use mods like Disk Cache Enabler and Baka MaxPapyrusOps to squeeze a little more out of any additional memory or CPU capacity you might have. Check out some performance tuning guides, etc... Hopefully this will eventually improve in future versions of LooksMenu, I know some of the AAF developers have sent in fixes for inclusion there.
vaultbait Posted May 18, 2024 Posted May 18, 2024 On 5/13/2024 at 1:01 AM, Hiana_Deathangel said: Did anyone else run into this problem? No matter how many times i redownload this, supermutant+fev hound always seems to be missing in the files, every time i unpack it gives me this alert about those files being missing, and i wonder why that is Are you using a FOMOD capable mod manager like MO2 or Vortex? It should display a FOMOD installer menu when you install the mod, and you need to select checkboxes enabling animations for those races.
Hiana_Deathangel Posted May 18, 2024 Posted May 18, 2024 1 hour ago, vaultbait said: Are you using a FOMOD capable mod manager like MO2 or Vortex? It should display a FOMOD installer menu when you install the mod, and you need to select checkboxes enabling animations for those races. Vortex, but that is not what i mean, it does show those Options, but i mean, since this is LL, i cant just download directly in Vortex, i have to do this manually, so download, extract/unpack, add to Vortex and done, but in Step 2 it always says that all the FEV Hound-Files are missing
vaultbait Posted May 19, 2024 Posted May 19, 2024 (edited) 1 hour ago, Hiana_Deathangel said: Vortex, but that is not what i mean, it does show those Options, but i mean, since this is LL, i cant just download directly in Vortex, i have to do this manually, so download, extract/unpack, add to Vortex and done, but in Step 2 it always says that all the FEV Hound-Files are missing You're overcomplicating things. Drag the mod you downloaded from your Downloads folder to the drop target at the bottom of the mods view in Vortex, then find it in the list of Never Installed mods, switch it to Enabled, and you'll get the FOMOD installer menu. Make whatever selections you intend to there, then click the Deploy button. Done. You don't need to "extract/unpack" anything. The file you downloaded *is* the mod. Edited May 19, 2024 by vaultbait
TrueLie Posted May 24, 2024 Posted May 24, 2024 why cant i trigger this animation? i saw this and another animation once when installed the mod "barbarous continent", but im not able to choose that furniture in the base (or dlc) game, only works on the furniture of that mod
vaultbait Posted May 24, 2024 Posted May 24, 2024 1 hour ago, TrueLie said: why cant i trigger this animation? i saw this and another animation once when installed the mod "barbarous continent", but im not able to choose that furniture in the base (or dlc) game, only works on the furniture of that mod I think some of the tire beds may not have their forms listed in the furniture data for this pack, or depending on the location might be incorporated into a precombined mesh instead of actually being a separate object (since it's technically a static worlditem, not furniture, as far as the game is concerned). The Creation Kit is useful for situations like this, because you can search for a form by its ID (grabbed from the furniture data XML in the mod), and ask it to list all references to that form in loaded plugins (so it will tell you every cell in the base game where it was used, for example). In this case, if you open Data\AAF\SavageCabbage_furnitureData_SM.xml in a text editor and find the section for SMBed (those are the tire beds rather than SMFrameBed which is the car chassis based ones), you'll see there's only one entry: 1F599D. Since the entry doesn't mention a source plugin, it's inheriting the Fallout4.esm default set at the top of the file. Plugging it into the filter field of the object window, it finds SuperMutantCampBed02Static and right-clicking that selecting use info from the bottom of the context menu, it comes back with lots of references. Interior locations it mentions include Virgil's Lab, Wilson Atomatoys HQ, and Faneuil Hall. Outdoor placements include the Fallon's Department Store exterior, near the Medford Memorial Hospital entrance, and the Mass Fusion Disposal Site. You can also find some in Far Harbor and Nuka-World if you have those DLCs, There's one placed in the Breeding Pit area of my Milking Human Kindness mod too, of course.
Invictusblade Posted June 1, 2024 Posted June 1, 2024 Hello, everyone, I recently made a new sex animation XML kit using assets from this mod you can download them from the AAF Autonomy Enhanced Redux page Invictusblade Animations AAF and/or NAF Animations (Requires SavageCabbage's My Animation Pack. Updated 15/04/23) *I haven't received permission yet (he hasn't read it yet) **so I will remove this if permission is denied Contains a large amount of modified Gang Bang Animations. Up to 10 NPCs. Male Dominated. FMMM+ = Normal Group Sex MMMM+ = All Male Group Sex. MFMM+ = Female is fucking a Male with other Males. FFMM+ = Two Females together with the rest Male. Female Dominated. MFFF+ = Male being Dominated. FMFF+ = Reverse Group Sex (Harem Style). MMFF+ = Two Males together with the rest Female. FFFF+ = All Female Group Sex. There are minor issues (blowing or wanking empty space in the emptier group sex) 2
Sorrow_421 Posted June 22, 2024 Posted June 22, 2024 Should 1.30 overwrite UAP or just uncheck the patch for the animation in UAP?
Axary Posted June 22, 2024 Posted June 22, 2024 (edited) 22 minutes ago, Sorrow_421 said: Should 1.30 overwrite UAP or just uncheck the patch for the animation in UAP? UAP should have a higher priority, meaning it should overwrite what it wants. The logic here is very simple. UAP or Indarello are patches, and in order for them to install and work properly, they need to know what to patch. So they should always be installed last. If you change something in the animation packs (install/update/uninstall), the patches need to be reinstalled too, so that they see the changes you made and adapt to them. Edited June 22, 2024 by Axary
riot_punch Posted June 23, 2024 Posted June 23, 2024 17 hours ago, Axary said: UAP should have a higher priority, meaning it should overwrite what it wants. The logic here is very simple. UAP or Indarello are patches, and in order for them to install and work properly, they need to know what to patch. So they should always be installed last. If you change something in the animation packs (install/update/uninstall), the patches need to be reinstalled too, so that they see the changes you made and adapt to them. 18 hours ago, Sorrow_421 said: Should 1.30 overwrite UAP or just uncheck the patch for the animation in UAP? UAP only supports up to version 1.2.8, if you want to use 1.3.0 you'll have to disable/unselect SC's animations in the UAP FOMOD
Axary Posted June 23, 2024 Posted June 23, 2024 (edited) 2 hours ago, riot_punch said: UAP only supports up to version 1.2.8, if you want to use 1.3.0 you'll have to disable/unselect SC's animations in the UAP FOMOD UAP works fine with SC 1.3.0, it's just that the new animations added in version 1.3.0 remain unstaged. It works this way: Animation Pack adds a set of animations. Patch(UAP) tells AAF the sequence in which to play these animations. What happens if the animation pack contains more animations than the patch? No big deal, it's just that some of the animations will be unstaged. Edited June 23, 2024 by Axary 2
lorddehil Posted July 16, 2024 Posted July 16, 2024 Running into an issue only with the creatures remaining flaccid during the scenes from this pack. They work fine with Leito etc. Humans also work fine. I've made sure everything is in order per the manual. I've tried with UAP and version 1.2.8, as well as using just the creature resources linked in the savage cabbaage mod page. If I use the creature resources, super mutants don't even remove clothing.
vaultbait Posted July 16, 2024 Posted July 16, 2024 37 minutes ago, lorddehil said: Running into an issue only with the creatures remaining flaccid during the scenes from this pack. They work fine with Leito etc. Humans also work fine. I've made sure everything is in order per the manual. I've tried with UAP and version 1.2.8, as well as using just the creature resources linked in the savage cabbaage mod page. If I use the creature resources, super mutants don't even remove clothing. That's definitely odd. I'm using the latest version of this animation pack along with Creature Resources. Creatures have penises, super mutants get naked, etc. You've got something else going on, but it's hard to say what exactly without more details.
lorddehil Posted July 16, 2024 Posted July 16, 2024 (edited) 14 hours ago, vaultbait said: That's definitely odd. I'm using the latest version of this animation pack along with Creature Resources. Creatures have penises, super mutants get naked, etc. You've got something else going on, but it's hard to say what exactly without more details. Here's my load order currently Edited July 16, 2024 by lorddehil
gaschlat Posted July 16, 2024 Posted July 16, 2024 sorry but how do you start things with mr handy or super mutants or feral ghouls?
vaultbait Posted July 16, 2024 Posted July 16, 2024 22 minutes ago, gaschlat said: sorry but how do you start things with mr handy or super mutants or feral ghouls? Use an AAF-based mod which will use the animations, for example Violate will let you surrender to super mutants and robots as long as you turn those options on in its MCM and install a suitable animation pack like this one.
lorddehil Posted July 17, 2024 Posted July 17, 2024 For additional reference - here are the errors I'm getting.
vaultbait Posted July 17, 2024 Posted July 17, 2024 2 hours ago, lorddehil said: For additional reference - here are the errors I'm getting. It looks like in some animation pack you installed you enable support for (or it depends on) a couple of body replacers that you're not using (Atomic Muscle and A-Body). Also you either don't have LooksMenu installed or it's the wrong version for your game and F4SE.
DisplayName118 Posted July 21, 2024 Posted July 21, 2024 Anyone else having a limp noodle problem with the animations?
Onomatophobia Posted July 23, 2024 Posted July 23, 2024 Weird, but some creatures Spoiler canines dont have anything between the legs during animations from this pack. They have everything during other animations though.
MajorWard Posted July 23, 2024 Posted July 23, 2024 (edited) On 5/18/2024 at 10:48 PM, vaultbait said: LooksMenu sometimes fails to apply erection morphs, and the frequency is greater in busy locations (I almost never see it happen with interior locations, for example, but have observed it more often in downtown Boston). Doing things to reduce competing load on your system or from other mods can help, but doesn't entirely eliminate the problem. Make sure you shut down/close everything else on your system before starting the game, run it from an SSD, try to make sure any texture replacer packs you're using are packed in BA2 archives, use mods like Disk Cache Enabler and Baka MaxPapyrusOps to squeeze a little more out of any additional memory or CPU capacity you might have. Check out some performance tuning guides, etc... Hopefully this will eventually improve in future versions of LooksMenu, I know some of the AAF developers have sent in fixes for inclusion there. Yeah, I just had a thing where the animation with Strong was cycling through stages all ok but, at the last stage, he lost his boner. Also find feral ghouls frequently don’t get hard, even in interior cells. Just after she was ambushed by a Behemoth, who also didn’t rise to the occasion despite the animations all playing ok. EDIT: Reloaded and tried again. Behemoth flaccid, feral ghoul who showed up for a turn was hard, raider next in line was flaccid (might have been calling an RZ animation though, which also seems to have flaccid issues). Edited July 23, 2024 by MajorWard
leking Posted July 24, 2024 Posted July 24, 2024 I tried a lot of combination but this mod always give me unerected male. Does anybody knows a fix ? I mean with leito animation and uap everything works fine. But here even with the uap patch the guys never erect themselves....
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